Developing Prediction Models on London Stock Exchange (LSE) Equitiesand Indicies using Microsoft Azure Machine Learning and Data Mining

I am to import ten year’s worth of amassed historical data on news events, price movement of equities and public sentiment metrics to Microsoft Azure platform for study and analysis through the latest Data Mining techniques with an Economics point of view to uncover the hidden correlation and casualty between events and price movement of global markets in multiple timeframes (three hours, daily, weekly, monthly and yearly).

Image matching for purposes of consumer recommendation

The purpose of this project is to develop a highly accurate e-commerce recommender system able to select products across databases and recommend them to prospective customers both in real-time and off-line. Leveraging the historical inventory of sold products, browsing history, purchase history, and expressed preferences helps the recommender to formulate highly accurate product suggestions to find closest matches to what a consumer is looking for.

Rhetorical foundations of procedurally generated game worlds

The PC and console video game market have overtaken Hollywood movies as the number one source of entertainment dollars spent in North America. Very little work has been done to date on the effects that these games are having on (particularly young) players. This project will take well established rhetorical principles (Burke, Fahnestock, Perlman) that have been applied to the analysis of many other multi-media entertainment products and try to build a framework for a video game rhetoric.

Color management for ultra-bright conditions in OLED Displays

The objective of the proposed research project is to develop a realistic color appearance model based on the human visual system’s functioning that addresses the issue of reflections under high luminance levels. This will be incorporated into algorithms used in the color reproduction and retargeting algorithms of OLED displays. This model should give rise to reduced power consumption in OLED displays, while maintaining a high perceived quality of images. The project will also explore the effect of display reflections from OLED screens.

Understanding Co-located Attendance with Technology in Classrooms

Recent technological advancements led to the emergence of technology-enabled collaborative environments in which students work together on different activities. In such settings, the first step is to determine the participants who are present and take part in the collaborative activities. We are interested in the attendance-taking process itself as a collaborative activity, and plan to learn more about its theory and practice, and to study new ways in which it can be applied using cutting edge collaborative technologies.

Think-Move-Play: Towards personal health and rehabilitation monitoring using wearable devices

The Think-Move-Play project's purpose is to study the feasibility and acceptability of utilizing smart insoles to collect health information and interact with patients suffering from hip fracture and neurological diseases. We propose a unique solution by combining personal health monitoring and coaching that is augmented with a virtual play environment aimed to maintain constant high level of motivation.

Learning Analytics Visualizations to Motivate Students in Online Discussion Activities

Learning Analytics is the collection and analysis of data traces related to learning in order to inform and improve learning processes and/or their outcomes. In digital environments, this data can be easily captured. Hence, there is a particularly great opportunity to visualize these traces and put them in the hands of students to support their learning. This can help address the longknown problems of students not consistently receiving relevant, personalized and timely feedback on their learning and as a consequence not engaging as active agents of their own learning.

Investigating Player Behaviour in Social Networking Games

Social Network Games are multi-player games played through social networking sites (e.g. Facebook). Working in conjunction with Big Viking Games, the Canadian company behind Facebook games such as YoWorld and FishWorld, this research seeks to add much needed knowledge about who plays Social Network Games, what activities they undertake while participating in these gameworlds, as well as why some people quit playing.

Collaborative BIM for Change Management in Architectural, Engineering & Construction (AEC) Industry

"In this project, a new digital platform will be created through which social interactions among the actors involved in the design & construction projects are detected and correlated to the IFC model of the facility. The created system will form the social network of actors involved in the process of design change, and also will semantically understand and archive the change instances in different phases of a project. By matching the two, the knowledge-base of the system will support the change management in BIM-based projects.

Gaining Insight from Crash Reports and Bug Reports

This project seeks to address the flood of bugreports and crashreports that software companies must address when they build consumerfacing software. Organizations can easily face 50,000 crash reports per day. Developers cannot manually sift through them all. The goal of this work is to exploit modern search engine technology and crash report representation to enable the fast and efficient querying, clustering, and reporting of crash reports so that developers do not have to group crash report manually.